refactor(runtime,packages,examples): named constants, package enums, idiom sweep
- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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103 changed files with 1256 additions and 1252 deletions
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@ -25,7 +25,7 @@ program AtlasDemo {
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let d = Sprite.define("hero", sheet, 2, 3) # name a cell
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print(bi(Sprite.named("hero") == d)) # 1 — looked up by name
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print(bi(Assets.get("hero") == d)) # 1 — Assets.get is the same lookup
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print(bi(Sprite.named("nope") == (0 - 1))) # 1 — an unknown name is -1
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print(bi(Sprite.named("nope") == (-1))) # 1 — an unknown name is -1
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let whole = Assets.image("assets/kenney/tiny-dungeon/Tiles/tile_0096.png")
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print(Sprite.width(whole)) # 16 — a whole tile as one sprite
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@ -34,7 +34,7 @@ program AtlasDemo {
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Screen.clear(0)
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Sprite.draw(whole, 10, 10)
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var n = 0
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for yy in 10 .. 26 { for xx in 10 .. 26 { if Screen.pixel(xx, yy) != 0 { n = n + 1 } } }
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for yy in 10 .. 26 { for xx in 10 .. 26 { if Screen.pixel(xx, yy) != 0 { n += 1 } } }
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print(bi(n > 0)) # 1 — the sprite drew content
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}
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}
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